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| Topic Started: Feb 15 2014, 07:38 AM (241,637 Views) | |
| HENDRIX | May 5 2015, 09:29 AM Post #976 |
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UVs are working:![]() Next up materials + textures. |
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| Phoenix Fox | May 5 2015, 09:37 AM Post #977 |
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King of the Punsters, Khaleesi of the Great roundtable, Breaker of Silence, and Father of Puns.
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looking real good! Ans I presume this is for RR? Good work your really amazing at designing! |
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| Slothy Dude | May 5 2015, 01:42 PM Post #978 |
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The Happy Xenarthran.
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It could also be a Roan. Fantastic work Hendrix! |
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| Okeanos | May 5 2015, 01:51 PM Post #979 |
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I don't think you understand the significance of this if you're praising the model and skin of the Giant sable antelope... |
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| HENDRIX | May 5 2015, 03:16 PM Post #980 |
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Pretty much everything of the old importer works again, only the LOD layer splitting is still missing for now.![]() I also dramatically improved many aspects of the code, for example how objects are managed throughout the script, how the raw vertex data is decoded (type is now detected and decoded on the fly for any format), and also added visual support for effects, such as the new Reflection effect I wrote a while ago: ![]() LOD splitting is done - therefore the importer is more or less complete!
Edited by HENDRIX, May 5 2015, 03:51 PM.
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| HENDRIX | May 5 2015, 05:06 PM Post #981 |
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First version is in my dropbox! Readme contains installation instructions.
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| Bill | May 6 2015, 02:17 AM Post #982 |
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originally, one_piece
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sorry, but i can't find any readme file? you are insanely fast though! |
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| Phoenix Fox | May 6 2015, 03:39 AM Post #983 |
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King of the Punsters, Khaleesi of the Great roundtable, Breaker of Silence, and Father of Puns.
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Ok maybe I wasn't praising HENDRIX Enough... OH HAIL LORD HENDRIX FOR SHALL HE HOLD THE GREATEST SKILL OF THEM ALL! Is that better? ![]() Anyways looking forward and it's great the importers working again! |
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| HENDRIX | May 6 2015, 04:15 AM Post #984 |
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Uhm, not really... Simply don't say anything. ![]() Oh, you might've been looking in the folder? But that was infact just ports of the old scripts to Python 3 syntax, because some things changed in the language itself as well. The real scripts are the ZIP file, I renamed that folder accordingly now.
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| Bill | May 6 2015, 06:12 AM Post #985 |
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ok thank you, working flawlessly now. i haven't notice any problem with the importer yet. |
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| HENDRIX | May 6 2015, 06:18 AM Post #986 |
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Cool, well I've begun rewriting the exporter, a few functions are already done, those for getting capsule and armature data to be exact. |
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| Paleop | May 6 2015, 06:45 AM Post #987 |
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Paleopterix
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pardon my lack of knowledge, but what does the capsule do? does it have something to do with the space the animal takes up? edit: i meant collision detection Edited by Paleop, May 6 2015, 06:49 AM.
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| HENDRIX | May 6 2015, 09:02 AM Post #988 |
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Ugh, stupid python does not encode short integers (h) as such anymore, now they take up 4 bytes. Seems to be a bug, coz the documentation still looks as it used to for the old version... ![]() No, it works out of context. Something's wrong in my script ![]() Aha it somehow doesn't use standard size in the script, while it does so in the console... <.< Edited by HENDRIX, May 6 2015, 09:11 AM.
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| HENDRIX | May 6 2015, 01:56 PM Post #989 |
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Export is about halfway done, still misses the end chunk that controls inter-object relationships, advanced mesh contents, rigging & materials. |
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| HENDRIX | May 6 2015, 05:08 PM Post #990 |
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Added a demo for the export; it's partially functional, at least for static meshes. Neither rigs, nor UVs, vertex colors or weights are exported. |
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| 2 users reading this topic (2 Guests and 0 Anonymous) | |
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